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Special Conversion Thread: Sheens
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<blockquote data-quote="Shade" data-source="post: 4779987" data-attributes="member: 287"><p><strong>Dasher</strong></p><p></p><p>Dashers are generally noted only by the effects of their speedy passage: a wind, a trail of sparks over stones, and a hail of small debris swept up in the dasher’s wake. A dasher moves at less than full speed only if damaged. Still, Sheenchasers have trapped dashers and noted their basic shape before meltdown (see SW); a dasher resembles a nightmarishly elongated iron mantis, complete with six spindly legs used only for running at insane speeds; it falls over if slowed to less than 30 mph.</p><p></p><p>Dashers are the reason machine cysts are usually found on open ground. Although dashers can clear barriers less than 20 feet high with a single stride, the speedy machines can’t turn well. Foes who take shelter inside a solid structure (tents don’t count), are backed up against a wall, or who throw themselves flat upon the ground are immune to the blindingly swift attack of a dasher. The only possible attack against a moving dasher is to set a weapon against a charge. (A dasher’s attacks are all charges). Targeting a spell is almost impossible, although <em>wall </em>spells and other area effects can be quite effective .</p><p></p><p>A dasher expends an extraordinary amount of energy and must return to the machine cyst daily to replenish its energy stores. If it fails to do so, it slows to a standstill, tips over, and lies inactive.</p><p></p><p><strong>Dasher, machine life form (1):</strong> AC -3 (reinforced metallic foil plus speed); MV Special; HD 3+1; hp 27; THAC0 17; #AT 1; Dmg 1d20 (high speed mandible slash); SA Enhanced damage due to speed, sonic boom; SD Moving dashers are susceptible only to weapons set against charge attacks, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility, inability to turn or corner effectively, meltdown; SZ M (6’ long); ML Champion (16); AL N; XP 1,400; Str 15, Dex 20, Con 16, Int 6, Wis 5 Cha 0.</p><p>SA – Speed. A dasher’s metallic mandible inflicts 1d20 points of damage per attack when delivered in conjunction with high speed.</p><p>SA – Sonic Boom. Once per day, a dasher can generate a sonic boom by accelerating to its top speed. A dasher’s sonic boom affects all living creatures within a 100’-radius of the effect. All creatures in the area of effect must make a saving throw vs. paralyzation. Those that successfully save fall to the ground. Those that fail fall to the ground and suffer 1d4 points of damage.</p><p>SD – Speed. Non-augmented foes can attack a dasher only be setting a weapon for the dasher’s charge. A haste spell allows a foe to attack a dasher at the end of the round with a -2 penalty to hit, just before the dasher runs out of attack range for melee weapons. Hasted foes using missile weapons roll initiative normally, but still attack with a -2 attack penalty.</p><p>SW - Speed. Foes can drop flat, stand against a solid wall or embankment, or enter a solid structure to avoid a dasher’s attacks, due to its inability to turn or corner without a great turning radius.</p><p>SW - Magic Susceptibility. See similar SW for walker.</p><p>SW - Meltdown. A huge charge of energy is necessary to power a dasher’s constant motion. This same speed is responsible for cooling the dasher’s carapace. If somehow stopped, either by damage or the cunning use of traps and spells, the dasher retains the heat that is a byproduct of its energy storage. Over 3 rounds, and accompanied by a cherry-red glow, the dasher melts into a pool of slag, utterly destroyed.</p><p></p><p>Originally appeared in Dragon Magazine #258 (1999).</p></blockquote><p></p>
[QUOTE="Shade, post: 4779987, member: 287"] [B]Dasher[/B] Dashers are generally noted only by the effects of their speedy passage: a wind, a trail of sparks over stones, and a hail of small debris swept up in the dasher’s wake. A dasher moves at less than full speed only if damaged. Still, Sheenchasers have trapped dashers and noted their basic shape before meltdown (see SW); a dasher resembles a nightmarishly elongated iron mantis, complete with six spindly legs used only for running at insane speeds; it falls over if slowed to less than 30 mph. Dashers are the reason machine cysts are usually found on open ground. Although dashers can clear barriers less than 20 feet high with a single stride, the speedy machines can’t turn well. Foes who take shelter inside a solid structure (tents don’t count), are backed up against a wall, or who throw themselves flat upon the ground are immune to the blindingly swift attack of a dasher. The only possible attack against a moving dasher is to set a weapon against a charge. (A dasher’s attacks are all charges). Targeting a spell is almost impossible, although [I]wall [/I]spells and other area effects can be quite effective . A dasher expends an extraordinary amount of energy and must return to the machine cyst daily to replenish its energy stores. If it fails to do so, it slows to a standstill, tips over, and lies inactive. [B]Dasher, machine life form (1):[/B] AC -3 (reinforced metallic foil plus speed); MV Special; HD 3+1; hp 27; THAC0 17; #AT 1; Dmg 1d20 (high speed mandible slash); SA Enhanced damage due to speed, sonic boom; SD Moving dashers are susceptible only to weapons set against charge attacks, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility, inability to turn or corner effectively, meltdown; SZ M (6’ long); ML Champion (16); AL N; XP 1,400; Str 15, Dex 20, Con 16, Int 6, Wis 5 Cha 0. SA – Speed. A dasher’s metallic mandible inflicts 1d20 points of damage per attack when delivered in conjunction with high speed. SA – Sonic Boom. Once per day, a dasher can generate a sonic boom by accelerating to its top speed. A dasher’s sonic boom affects all living creatures within a 100’-radius of the effect. All creatures in the area of effect must make a saving throw vs. paralyzation. Those that successfully save fall to the ground. Those that fail fall to the ground and suffer 1d4 points of damage. SD – Speed. Non-augmented foes can attack a dasher only be setting a weapon for the dasher’s charge. A haste spell allows a foe to attack a dasher at the end of the round with a -2 penalty to hit, just before the dasher runs out of attack range for melee weapons. Hasted foes using missile weapons roll initiative normally, but still attack with a -2 attack penalty. SW - Speed. Foes can drop flat, stand against a solid wall or embankment, or enter a solid structure to avoid a dasher’s attacks, due to its inability to turn or corner without a great turning radius. SW - Magic Susceptibility. See similar SW for walker. SW - Meltdown. A huge charge of energy is necessary to power a dasher’s constant motion. This same speed is responsible for cooling the dasher’s carapace. If somehow stopped, either by damage or the cunning use of traps and spells, the dasher retains the heat that is a byproduct of its energy storage. Over 3 rounds, and accompanied by a cherry-red glow, the dasher melts into a pool of slag, utterly destroyed. Originally appeared in Dragon Magazine #258 (1999). [/QUOTE]
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